Gaming systems and methods including feature for transforming non-randomly generated outcome into entertainment gaming outcome

ABSTRACT

An entertainment gaming system and method for transforming a non-random number outcome into an entertainment gaming outcome. The entertainment gaming system comprises a central server, non-random number outcome generator machine, entertainment gaming machine, and database. The central server communicatively coupled with non-random number outcome generator machine and entertainment gaming machine. The entertainment gaming system collects non-random number based outcome from real-world events and transmitting it to the central server. The central server further utilizes an algorithm to process the received non-random number outcome into an entertainment gaming outcome. Further, the present entertainment gaming system comprises a database to store the received real-world non-random number based outcome and processed entertainment gaming outcome generated from the received non-random number based outcome. The central server then transmits the processed outcome in the form of an entertainment gaming outcome to the entertainment gaming machine to generate and render a game result.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims the priority benefit of U.S. Provisional PatentApplication No. 62/801,081 filed Feb. 4, 2019, and is a continuation inpart of U.S. non-provisional application Ser. No. 16/141,959 filed Sep.25, 2018, which in turn claims the priority benefit of: U.S. ProvisionalPatent Application No. 62/563,061 filed Sep. 25, 2017; U.S. ProvisionalPatent Application No. 62/565,642 filed on Sep. 29, 2017; U.S.Provisional Patent Application No. 62/594,477 filed on Dec. 4, 2017;U.S. Provisional Patent Application No. 62/614,628 filed on Jan. 8,2018; and U.S. Provisional Patent Application No. 62/634,758 filed onFeb. 23, 2018. The disclosures of all of these applications areincorporated herein by reference.

BACKGROUND OF THE INVENTION

The present invention relates to an entertainment gaming system, inparticular to an entertainment gaming system and method for transforminga non-random number outcome into an entertainment gaming outcome.

The outcome of most gambling gaming machines, such as slot machines iscontrolled by a random number generated on occurrence of the triggeringevent, such as but not limited to, pressing a button or pulling a leveron the machine by the user on a physical slot machine (offline scenario)or clicking on a user interface button on a computing machine (onlinescenario). Thus, a random number generated as a result ofabove-explained scenario, on the slot machine or computing machinedecides whether the player has won or lost. The physical slot machine orcomputing machine further comprises a controller. The random numberoutcome of the gambling games is generated by the random numbergenerator or software algorithm executed by the controller. The gamblinggames include but are not limited to Slot Reels, Video Slots, VideoPoker, Blackjack, Craps, Baccarat, Poker, Video Games, Games that mixskill and random numbers, etc.

Traditionally, random number generator or software algorithm to beexecuted by the controller is designed or programmed to achieve acertain payback percentage. The payback percentage is the percentage ofthe total money put in by all of the players that are eventually paidout to the winning player(s). A disadvantage of using random numbergenerator to determine the outcome of gambling games is that the casinowould take about 10 percent of all money put into the slot machine andgive away the other 90 percent which means the players are alwaysplaying against the house advantage. Another disadvantage with thetraditional random number based games is that providing these gamesonline and deciding the winner using random numbers is illegal in manycountries.

Therefore, there is a need of an entertainment experience where theusers do not have to play against the house advantage and have themaximum probability of winning the game, and in fact are participatingin the legal activity of (in one embodiment) financial investing.

Currently, the gambling games that utilize a random number generator toprovide the outcome are not transparent and do not allow the players totrack the outcome of every payout. Therefore, there is a need for anentertainment gaming system to provide a platform where the users do nothave to play against the house advantage and have the maximumprobability of winning the game. Further, there is a need for anentertainment gaming system to utilize blockchain based cryptocurrencyto provide transparency to a non-random number outcome generator (NRNG)machine. Furthermore, there is a need for an entertainment gaming systemthat allows a player to track the outcome of every payout in ablockchain, thus allowing every player access to the full details of howthe non-random number outcome generator (NRNG) machine is performing andwhat the paytables are proving to be as the games are being played.

Cryptocurrencies are rapidly growing and have started to see wideadoption all over the world. The cryptocurrency mining includes two mainfunctions such as adding transactions to the blockchain (secure andverify) and also releasing new currency. The individual blocks added bythe miners should contain a proof-of-work (PoW).

The cryptocurrency miners utilize a computer and a specific program tomine the cryptocurrency. The computer and the specific program help theminer to compete with their peers in solving the complex computationalproblems. In regular intervals, miners attempt to solve a block havingthe transaction data using cryptographic hash functions. The hash valueis a numeric value of fixed length that uniquely identifies data. Minersuse their computer to zero in on a hash value less than the target andwhoever is the first to crack it would be considered as the one whomined the block and is eligible to get a reward.

To accomplish the above process of mining, a miner would need expensivecomputer resources. Further, the miner has to pay a large amount inelectricity bills. Thus, large-scale miners and organizations dominatethe cryptocurrency market. Existing solutions utilize a poolingmechanism, where various users can invest and un-invest as they wishinto one or more pools of users, where each pool can mine cryptocurrencyon a larger scale. However, the size of the pools frequently expand andcontracts as users enter and exit the program. Additionally, theexisting prior arts fail to provide a system and method to create anentertaining game based on crypto mining so that a user can invest forshort-term in mining pools to generate a paytable that may simulate agaming outcome.

Therefore there is a need for a system and a method to intelligentlysize each group of mining computers so that the mining computerscorrespond to the number of users assigned to a pool of investments.Further, there is also a need for a system and a method which canminimize an error function of a discrete injection function between thepools and the mining computers. Furthermore, there is also a need for asystem and a method to create a game where a short-term investment inone or more mining pools generates a paytable that simulates the gamingoutcome.

In casino gaming, the win-losses are not recorded for public audit, inother words, they are kept private to the operator. The customer isrequired to trust that the casino operator is setting the games asadvertised. The taxation is a burdensome process for casinos and theircustomers because the customers have to fill out extra paperwork forlarge jackpots, and then ask casino for the end of year win/lossreports. Further, the loyalty points at both online and land-basedcasinos are generally not transferable, and often the points expire andare taken away from the customer.

Additionally, it is difficult to track whether an advertisement or arecommendation will be effective in bringing revenue to a company.Currently, companies track the referral pay-outs by monitoring whichsite a person came from to get to their website or by having aloyalty/signup program whereby the person agrees to share theirinformation.

Players would like a way to track their odds and more effectivelypredict their future probability of victory and to ensure the odds arenot being skewed against them. Cryptocurrency enthusiasts need a way toplay using their money in land-based casinos.

Furthermore, it is rare for any random set of numbers to not involve acertain amount of streakiness, for instance, if one were to flip a coin100 times it would be statistically unlikely for those coin flips toalternate heads and tails, rather we would see streaks of heads andtails with an overall average of around 50% to each side. The way thatthis translates into the gaming industry is quite clear when it comes toslots as players will often experience bouts of continued winning or goon losing streaks.

Generally, casino gaming devices trade in one currency—in the U.S. thecurrency is dollars. While some are trying to modify this to replacedollars with cryptocurrency, this seems to be a bridge too far. To getgaming customers who use dollars (or other government-backed currencies)introduced into cryptocurrencies (such as Bitcoin, Etherium, Litecoin).

Therefore there is a need for traditional gaming devices to award thesecryptocurrencies as part of the special jackpot awards. These jackpotawards can either be part of the gaming hold percentage calculation(wherein the award is included as part of the customer payoutcalculation) or separate from the game entirely wherein the award isconsidered a marketing expense. This marketing expense can be supportedby the casino or from the cryptocurrency holder, and the jackpot awardavailability can be tied to the customer, wherein a customer whoparticipates in the cryptocurrency via an online platform (e.g., anonline game that uses the cryptocurrency) may qualify for the jackpotbased on their participation. Further, there is a need for a system andmethod to provide an integrated platform to facilitate online casinogame and land-based casino game over a network.

Thus, in view of the above, there is a long-felt need in the industry toaddress the aforementioned deficiencies and inadequacies, among others.

SUMMARY OF THE INVENTION

Various embodiments of the invention are generally directed to solvingthe aforementioned issues, among others.

In some embodiments of the invention, there is provided an entertainmentgaming system and method for transforming a non-random number outcomeinto an entertainment gaming outcome. The entertainment gaming systemcomprises a central server, a non-random number outcome generatormachine, an entertainment gaming machine, and a database.

The central server communicatively coupled with a non-random numberoutcome generator machine and an entertainment gaming machine whichfurther comprises a controller. Examples of the non-random numberoutcome generator machine including but not limited to a stock orsecurities trading computing machine, a high-frequency trading computingmachine, and a high volatility ETF machine. The entertainment gamingsystem is configured to collect non-random number based outcome fromreal-world events such as but not limited to stock or securitiestrading, high-frequency trading, high volatility ETF, etc. andtransmitting it to the central server.

The central server comprises a transceiver to receive non-random numberoutcomes from the real-world event. The central server further utilizesan algorithm to process the received non-random number outcome into anentertainment gaming outcome. Further, the present entertainment gamingsystem comprises a database to store the received real-world non-randomnumber based outcome and processed entertainment gaming outcomegenerated from the received non-random number based outcome. The centralserver then transmits the processed outcome in the form of anentertainment gaming outcome to the entertainment gaming machine togenerate and render a game result.

The gaming experience could include playing on any platform throughwhich random events can be simulated, such as electronic table games,video games and online gaming machines; such as online games of skill(played through terminals), personal computers or mobile devices.

In one aspect, the market data such as movements or changes, which maybe general changes or changes relative to specific positions, aretranslated into different forms of random events including triggeringencounters in a skill based game or dictating the outcome of a decisionor results of a decision on an online video game machine which can thenbe displayed to players.

In another aspect, the market data may form the basis for determiningoutcomes relative to input received through an interface of theinvention which can then be simulated as skill-based games and outcomesthrough any of the aforementioned platforms of the present invention.

The above gaming experience includes individual skill based gametargets. In an exemplary embodiment, the player enters a challenge (forexample a video game obstacle course) with milestones and the reward foreach milestone is participation in one or more outcomes from the realworld non-random number outcome generator machine such as but notlimited to stock or securities trading computing machine, high-frequencytrading computing machine, high volatility ETF, etc.

Accordingly, one advantage of the present invention is that itincorporates the non-random number outcome from financial trading intoentertainment gaming outcome of the entertainment games so that theusers do not have to play against the house advantage and have themaximum probability of winning the game, as they are participating asinvestors.

Accordingly, another advantage of the present invention is that theoutcome from the financial trading is non-random. The online gamingoutcomes are based upon any financial trading, or any other non-randomnumber based outcome event would be classified the same way as financialtrading in a given country or legal system, therefore making out thepresent system resilient to laws regarding gambling that uses randomnumber generators. The rendering of the games may include but is notlimited to information giving the players, hints about the currentmetrics of the market including volatility or trends, or otherinformation in the public domain relating in any way to the non-randomoutcomes.

According to embodiments illustrated herein, there is further provided asystem and method that efficiently, economically, and intelligently sizea plurality of mining computers and further assign the mining computerscorresponding to a pool of a plurality of users with investments. Themethod that includes the step of grouping the users into one or morepools, where short-term investments of the users lead to an outcome thatresembles a random number generated an event, without the use of arandom number generator. In particular, smaller pools lead to largervolatility in the outcomes, and larger pools lead to smaller volatilityin the outcomes. Further, the breaking investments up into a number ofpools lead to a wide variety of different outcome signatures.

In an aspect, the method manages the error function from an operationalperspective of at least one of taking or distributing minedcryptocurrency and after that buying or leasing or utilizing the miningcomputers. The present method minimizes the error function of thediscrete injection function between the pools and the mining computers.Further, the discrete injection function with a continuous errorfunction, map the investments of the user with the mining computers.

In an aspect, the method further enables an operator to create a game bysizing the pools and/or mining computers where a short-term investmentin one or more mining pools lead to an outcome to provide a plurality ofprobabilities with different levels of reward, without using a randomnumber generator. The outcomes are a direct result of mining for thecryptocurrency.

Accordingly, one advantage of the present invention is that itintelligently sizes each group of mining computers so that the miningcomputers correspond to the number of users assigned to a pool.

Another advantage of the present invention is that it minimizes an errorfunction of a discrete injection function between the pools and themining computers.

Still another advantage of the present invention is that it creates anentertainment game where a short-term investment in one or more miningpools to generate a paytable that simulates the gaming outcome.

According to embodiments illustrated herein, there is furthermoreprovided a system to provide an integrated platform to facilitate onlinecasino game and land-based casino game over a network. The systemincludes a processor and a memory. The memory stores machine-readableinstructions that when executed by the processor cause the processor totrack the wins and losses on a cryptocurrency bet through a win-losstracking module.

Further, the processor is configured to automatically pay tax on aplurality of betting events through a taxation module. The processor isfurther configured to build loyalty points as a blockchain, and furtherallows users to transfer loyalty points through a loyalty module. Thenthe processor is configured to use a plurality of unusual crypto eventsin blockchain mining to drive large jackpots through a jackpot moduleintegrated with the land-based casino machine.

The processor is further configured to pay affiliate pay-outs on aplurality of gambling events directly to the public blockchain through areferral pay-outs module. The processor is further configured to storethe win-loss history in public ledger, and trigger a winning response bysmart contract through a wallet streakyness module.

Furthermore, the processor is configured to convert to cryptocurrencyand play out a ten-second event through a non-random number generator(NRNG) driven jackpot module. The processor is further configured toaward cryptocurrency as part of special bricks and mortar jackpotsthrough a cryptocurrency jackpot module integrated with a plurality ofgaming devices.

In an aspect, the win-loss tracking module utilizes the blockchainmechanism so that each time a game is played the blockchain is extendedto show the outcome of the gaming event. Further, each time a coin (orpartial coin) transfers ownership due to a gaming event the win-lossrelationship is tracked.

In an aspect, the taxation module utilizes the blockchain smart contractwhich directly applies the taxation requirements as each transactionoccurs. Further, the blockchain smart contract contains all datarequired for taxation reporting and (possibly open source) programaccompanies the blockchain to automatically produce taxation reportingrequirements and supporting documentation.

In an aspect, the loyalty points are tracked via a smart contractassigned to the blockchain cryptocurrency, customers and companies'alike benefit from the transparent/transferrable loyalty program. Theprogram starts when a customer makes a purchase or otherwise engages ina transaction with a company that is participating in the cryptocurrencyand its associated loyalty program. The engage of cryptocurrency withthe company triggers a transfer of the loyalty points currency (of equalcurrency amount) which contains the loyalty points and the smartcontract needed to exchange/redeem/expire these loyalty points. Uponredemption or expiration, the loyalty currency expires, as dictated bythe smart contract. The loyalty currency is transferable, and can alsobe sold at a market-determined price, either for crypto orgovernment-backed (fiat) currency.

In an aspect, the land-based casino spends a portion of the player'sdeposit on processing power. Further, the land-based casino machine isalready invested in this power and if the player hits the correctcombination wins a pool of the previous earnings of the land-basedcasino machine.

In an aspect, the smart contract directly applies the affiliate pay-outeach time a transaction occurs. The affiliate pay-out is stored in theblockchain and paid out at regular intervals to the relevant affiliate.

In an aspect, each time a game is played the blockchain is extended toshow the outcome at which point it is determined whether the player ison a streak and what to do about said streak. Further, the streakynessof the coin is used rather than the streakyness of the player. Thestreakyness can be wins, losses or combinations of the two.

In an aspect, the non-random number generator (NRNG) is built by lookingat market values over a certain period. Further, the NRNG is built intothe machine and can be accessed offline. Additionally, the pay-out canbe in a currency of the winners' choice.

In an aspect, if the present cryptocurrency jackpot module is integratedwith a gaming device, the random number generator (RNG) of the gamingdevice directly determines when a crypto jackpot is to be awarded. Inanother aspect, if the present cryptocurrency jackpot module is notintegrated with the gaming device and acts as a separate application, aplurality of gaming devices are connected to the cryptocurrency jackpotmodule. The outcomes of the gaming device, including but not limited toa streak of losses, can trigger the application to award the cryptojackpot to one or more gaming users. In another aspect, the presentinvention may function as a separate application which is available tothe table games dealers/pit bosses/other employees as appropriate.Outcomes of the table game (for example, an outlier event like a royalflush is achieved on three card poker) trigger the employee to notifythe application of the award and the user to receive the award.

Some embodiments of the invention are directed to a gaming systemcomprising: a central server in communication with the real worldnon-random number outcome generator machine for receiving a non-randomnumber based outcomes in connection with a real world event; acontroller configured to associate received non-random number basedoutcomes with game outcomes in a gaming machine, the non-random numberbased outcomes comprising one or more securities positions subject tomarket fluctuations, wherein the controller processes the non-randomnumber based outcomes in combination with an algorithm, the algorithmbeing configured to use historical volatility of the one or moresecurities to determine probable future pricing for the one or moresecurities, wherein the controller further uses the probable futurepricing for the one or more securities and the received non-randomnumber based outcomes for the one or more securities to determine a gameoutcome played on the gaming machine; a communication device configuredto transmit the game outcome of the gaming machine; and a processor forgenerating the transmitted game outcome to the gaming machine.

Some embodiments of the invention are directed to a gaming systemcomprising: a central server in communication with the real worldnon-random number outcome generator machine for receiving a non-randomnumber based outcomes in connection with a real world event; acontroller configured to associate received non-random number basedoutcomes with game outcomes in a gaming machine, wherein the controllerin combination with an algorithm determines a game outcome played on thegaming machine; a communication device configured to transmit the gameoutcome of the gaming machine; and a processor for generating thetransmitted game outcome to the gaming machine.

In an embodiment of the present invention, a gaming system and methodcomprises a central server in communication with the real worldnon-random number outcome generator machine such as but not limited tostock or securities trading computing machine, high-frequency tradingcomputing machine, high volatility ETF etc. and an entertainment gamingmachine which further comprises a controller. The entertainment gamingsystem and method of the present invention is configured to collectnon-random number based outcome from a real-world event such as but notlimited to stock or securities trading, high-frequency trading, highvolatility ETF etc. and transmitting it to the central server. Thecentral server further comprises a transceiver to receive non-randomnumber outcome from the real-world event, an algorithm to processreceived non-random number outcome into an entertainment gaming outcome,which may include a database to store received real world non-randomnumber based outcome and processed entertainment gaming outcomegenerated from the received non-random number based outcome. The centralserver further transmits the processed outcome in the form of anentertainment gaming outcome to the entertainment gaming machine togenerate and render the game result. This game result may be renderedinto any form of game that otherwise requires a random number generatorto determine the outcome.

In another embodiment of the present invention, a gaming machine andmethod comprises an entertainment gaming machine in direct communicationwith the real world non-random number outcome generator machine such asbut not limited to stock or securities trading computing machine,high-frequency trading computing machine, high volatility ETF etc. Theentertainment gaming system and method of the present invention isconfigured to collect non-random number based outcome from a real-worldevent such as but not limited to stock or securities trading,high-frequency trading, high volatility ETF etc. The entertainmentgaming machine comprises a transceiver to receive non-random numberoutcome from the real-world event, an algorithm to process receivednon-random number outcome into an entertainment gaming outcome, whichmay include a database to store received real world non-random numberbased outcome and processed entertainment gaming outcome generated fromthe received non-random number based outcome. The entertainment gamingmachine then generates and renders the game result. This game result maybe rendered into any form of game that otherwise requires a randomnumber generator to determine the outcome.

In another embodiment of the present invention, a gaming system andmethod of the present invention further comprises a financial tradingcomputing machine such as but not limited to stock or securities tradingcomputing machine, high-frequency trading computing machine, highvolatility ETF etc. in communication with the central servercommunicating non-random number based financial trading outcome on aregular basis. The central server further communicates this outcome tothe entertainment gaming machine to generate the game result.

Advantage of the incorporation of non-random number outcome fromfinancial trading into entertainment gaming outcome of the entertainmentgames is that the users do not have to play against the house advantageand have the maximum probability of winning the game, as they areparticipating as investors. Also, as the outcome from the financialtrading is non-random, online gaming outcome based upon any kind offinancial trading or any other non-random number based outcome eventwould be legal as required by the various country laws. The rendering ofthe games may include but is not limited to information giving theplayers, hints about the current metrics of the market includingvolatility or trends, or other information in the public domain relatingin any way to the non-random outcomes.

Other features of embodiments of the present disclosure will be apparentfrom accompanying drawings and the detailed description that follows.

BRIEF DESCRIPTION OF THE DRAWINGS

The accompanying drawings, which are incorporated into and constitute apart of the specification, illustrate specific embodiments of theinvention and, together with the general description of the inventiongiven above, and the detailed description of the specific embodiments,serve to explain the principles of the invention. In the figures,similar components and/or features may have the same reference label.Further, various components of the same type may be distinguished byfollowing the reference label with a second label that distinguishesamong the similar components. If only the first reference label is usedin the specification, the description is applicable to any one of thesimilar components having the same first reference label irrespective ofthe second reference label.

FIG. 1 illustrates a block diagram of the entertainment gaming systemfor transforming a non-random number outcome into an entertainmentgaming outcome, in accordance with an embodiment of the present subjectmatter.

FIG. 2 illustrates a flowchart of the optimization algorithm utilized inthe present method to intelligently size a plurality of mining computersand further assign the mining computers corresponding to a pool of aplurality of users, in accordance with an embodiment of the presentsubject matter.

FIG. 3 illustrates a network implementation of the present system andmethod to provide an integrated platform to facilitate online casinogame and land-based casino game over a network, in accordance with anembodiment of the present subject matter.

FIG. 4 illustrates the proposed system to provide an integrated platformto facilitate online casino game and land-based casino game over anetwork, in accordance with an embodiment of the present subject matter.

DETAILED DESCRIPTION OF SOME EMBODIMENTS OF THE INVENTION

The present disclosure is best understood with reference to the detailedfigures and description set forth herein. Various embodiments have beendiscussed with reference to the figures. However, those skilled in theart will readily appreciate that the detailed descriptions providedherein with respect to the figures are merely for explanatory purposes,as the methods and systems may extend beyond the described embodiments.For instance, the teachings presented and the needs of a particularapplication may yield multiple alternative and suitable approaches toimplement the functionality of any detail described herein. Therefore,any approach may extend beyond certain implementation choices in thefollowing embodiments.

References to “one embodiment,” “at least one embodiment,” “anembodiment,” “one example,” “an example,” “for example,” and so onindicate that the embodiment(s) or example(s) may include a particularfeature, structure, characteristic, property, element, or limitation butthat not every embodiment or example necessarily includes thatparticular feature, structure, characteristic, property, element, orlimitation. Further, repeated use of the phrase “in an embodiment” doesnot necessarily refer to the same embodiment.

An entertainment gaming system and method are disclosed for transforminga non-random number outcome into an entertainment gaming outcome.Embodiments of the present disclosure include various steps, which willbe described below. The steps may be performed by hardware components ormay be embodied in machine-executable instructions, which may be used tocause a general-purpose or special-purpose processor programmed with theinstructions to perform the steps. Alternatively, steps may be performedby a combination of hardware, software, firmware, and/or by humanoperators.

Embodiments of the present disclosure may be provided as a computerprogram product, which may include a machine-readable storage mediumtangibly embodying thereon instructions, which may be used to program acomputer (or other electronic devices) to perform a process. Themachine-readable medium may include, but is not limited to, fixed (hard)drives, magnetic tape, floppy diskettes, optical disks, compact discread-only memories (CD-ROMs), and magneto-optical disks, semiconductormemories, such as ROMs, PROMs, random access memories (RAMs),programmable read-only memories (PROMs), erasable PROMs (EPROMs),electrically erasable PROMs (EEPROMs), flash memory, magnetic or opticalcards, or other type of media/machine-readable medium suitable forstoring electronic instructions (e.g., computer programming code, suchas software or firmware).

Various methods described herein may be practiced by combining one ormore machine-readable storage media containing the code according to thepresent disclosure with appropriate standard computer hardware toexecute the code contained therein. An apparatus for practicing variousembodiments of the present disclosure may involve one or more computers(or one or more processors within a single computer) and storage systemscontaining or having network access to computer program(s) coded inaccordance with various methods described herein, and the method stepsof the disclosure could be accomplished by modules, routines,subroutines, or subparts of a computer program product.

Although the present disclosure has been described with the purpose oftransforming a non-random number outcome into an entertainment gamingoutcome, it should be appreciated that the same has been done merely toillustrate the invention in an exemplary manner and any other purpose orfunction for which explained structures or configurations can be used,is covered within the scope of the present disclosure.

Furthermore, embodiments may be implemented by hardware, software,firmware, middleware, microcode, hardware description languages, or anycombination thereof. When implemented in software, firmware, middlewareor microcode, the program code or code segments to perform the necessarytasks (e.g., a computer program product) may be stored in amachine-readable medium. A processor(s) may perform the necessary tasks.

FIG. 1 illustrates a block diagram 101 of the entertainment gamingsystem 103 for transforming a non-random number outcome into anentertainment gaming outcome, in accordance with an embodiment of thepresent subject matter. The entertainment gaming system 103 comprises acentral server 105, a non-random number outcome generator machine 107,an entertainment gaming machine 109, and a database 111.

The central server 105 is communicatively coupled with the non-randomnumber outcome generator machine 107 and the entertainment gamingmachine 109 which further comprises a controller. Examples of thenon-random number outcome generator machine 107 including but notlimited to a stock or securities trading computing machine, ahigh-frequency trading computing machine, and a high volatility ETFmachine. The entertainment gaming system 103 is configured to collectnon-random number based outcome from real-world events such as but notlimited to stock or securities trading, high-frequency trading, highvolatility ETF, etc. and transmitting it to the central server 105.

The central server 105 comprises a transceiver to receive non-randomnumber outcome from the real-world event. The central server 105 furtherutilizes an algorithm to process the received non-random number outcomeinto an entertainment gaming outcome. Further, the present entertainmentgaming system 103 comprises a database 111 to store the receivedreal-world non-random number based outcome and processed entertainmentgaming outcome generated from the received non-random number basedoutcome. The central server 105 then transmits the processed outcome inthe form of an entertainment gaming outcome to the entertainment gamingmachine 109 to generate and render a game result.

Entertainment gaming system 103 provides a gaming experience that mayinclude playing on any platform through which random events can besimulated, such as electronic table games, video games and online gamingmachines; such as online games of skill (played through terminals),personal computers or mobile devices.

In one embodiment, the market data such as movements or changes, whichmay be general changes or changes relative to specific positions, aretranslated into different forms of random events including triggeringencounters in a skill based game or dictating the outcome of a decisionor results of a decision on an online video game machine which can thenbe displayed to players.

In another embodiment, the market data may form the basis fordetermining outcomes relative to input received through an interface ofthe invention which can then be simulated as skill-based games andoutcomes through any of the aforementioned platforms of the presentinvention.

The above gaming experience includes individual skill based gametargets. In an exemplary embodiment, the player enters a challenge (forexample a video game obstacle course) with milestones and the reward foreach milestone is participation in one or more outcomes from the realworld non-random number outcome generator machine such as but notlimited to stock or securities trading computing machine, high-frequencytrading computing machine, high volatility ETF etc.

The present entertainment gaming system 103 provides a number ofvariants of the game, from no skill to highly skilled. In the no-skillversion, the present entertainment gaming system 103 hides the financialinstrument(s) being used in the game from the user. In the high skillversion, the present entertainment gaming system 103 allows the user topick one or more instruments as well as whether to take the call or putside (predicting whether the instrument will go higher or lower over theshort term option period). In this version, the users or players canalso choose the option chain breakpoints and caps that they desire.

In between these two extremes, the present entertainment gaming system103 generates different bundles of short-term capped options that havevarying volatility/hit rate/paytable profiles. The user can then choosethe profile that best fits their desired entertainment experience.

In another version, the present entertainment gaming system 103 displaysthe historical performance of different bundles of short-term cappedoptions and let the users use the history to try and guess the futureperformance of the bundles; then they select which bundle they wouldlike to purchase.

By leveraging large numbers of instruments and call/put choices, thepresent entertainment gaming system 103 can mathematically approximatethe paytables of essentially any slot machine. In an embodiment, avisual device can be placed on top of the NRNG version of thesemathematical models to make the entertainment investment feel like agambling device, even though it is not based on a random number.Similarly, this could also be made to look like an electronic card-basedgame (e.g., blackjack) by employing methods of banking the NRNG outcomesand spreading the display of these outcomes across multiple plays ofblackjack Finally, this could be integrated with existing slotmachines/online video games as a bonus feature.

In the versions described above, the present entertainment gaming system103 is essentially banking the sale of these short-term capped options.In an exemplary operation, the present entertainment gaming system 103may resolve the option at the end of the short period of the investmentand paying out the complete value of the option to all the purchasers.

In a pooled version, the present entertainment gaming system 103 may buyand sell these options available to the general public, and act solelyas an intermediary. The “buy” side of the options are highly volatileand over the long run lose money, but they carry the excitement of anentertainment investment. The “sell” side is very low volatility andover the long run gain money, thus is seen more like a boring butprofitable investment in the long run.

To keep both the sides balanced, the present entertainment gaming system103 may encourage or discourage more users to enter the “sell” side byincreasing or decreasing the margin on the product (the bundle offinancial instruments driving the NRNG engine). Further, the presententertainment gaming system 103 could develop different pools of sellerswith restrictions on how much they can invest tied to theirparticipation in the buy side. The present entertainment gaming system103 could create a bit of a virtual cycle here, encouraging users whoenjoy the buy-side entertainment investment to let their bank of moneysitting on the sell side when they are not actively playing the buyside.

In a serial version described, the present entertainment gaming system103 may create a long line of option bundles that are hedged againsteach other. So some bundles will payout precisely when othercorresponding bundles do not. The present entertainment gaming system103 performs this operation in a way that the total expected payoutpercentage of all the bundles is less than 100%, then randomly assignthese bundles to all the available players.

Further, the present entertainment gaming system 103 tracks the event byutilizing Blockchain technology to provide maximum transparency to theNRNG engine. The present entertainment gaming system 103 can track theoutcome of every payout in a blockchain, thus allowing every user accessto the full details of how the engine is performing and what thepaytables are proving to be as the games are being played.

The present disclosure further describes the paytable details.Typically, in a market mania, the player of the game experiences aninteraction through the user interface that is mathematically similar toa gambling experience on a regular slot machine. While a regular slotmachine uses a random number generator to determine the outcome of thegambling activity, the embodiment discussed herein provides a gameoutcome based on the results of activity on derivative, option, stock,or other securities trading occurring independently via computingmachine, high-frequency trading computing machine, high volatility ETF,etc. One advantage of this method is that all parties can win in thegaming experience provided by embodiments of the invention in a similarway to that all investors can gain responsive to market activity, suchas if the market increases.

The type of trading on the securities can involve complex positionstaken using derivatives such as call or put options to build models,including but not limited to a straddle, that alters the risk profile ofthe operator of the gaming experience. These positions can also be usedto alter the results of the gaming experience. For example, marketfluctuations or unusual movements in the call or put options may be usedto simulate the experience of winning a jackpot. In one embodiment, thealgorithm for these complex positions will take into account historicalvolatility profiles of a large number of equities and calculatehigh-frequency pricing of extremely short-term call or put options (forexample, 8 seconds)—while simultaneously taking positions to protect theentertainment gaming seed funding from extreme market moves. Thisalgorithm combines advanced probability theory and statistics withadvanced financial trading theory.

In an implementation, the NRNG acts as a replacement for traditionalpseudo-random number generators, meaning that any game or system with anumber generator that exists outside the game in some capacity isextremely easy to replace. An external random number generator for anygame can be replaced with NRNG, and the game will run the same as it hadpreviously. For example, GameCo is moving to a server-basedarchitecture. Hence, NRNG can be implemented next to the class II serverin place of a traditional pseudo-Random Number Generator.

The present invention utilizes NRNG to expand the range of any game thatuses it outside of traditional gambling areas. For Skill-Based Gameswith an element of a chance this could mean placing games in any numberof locations that were previously off limits due to regulations onpseudo Random Number Generators. The NRNG turns the games into ones thatare strictly skill based, without the use of a pseudo-random numbergenerator. The present invention can be implemented in public places.

In an additional architectural embodiment, the present entertainmentgaming system 103 utilizes a smart contract which is issued to theplayer that understands how to read the market movements and determinethe outcome. For example a smart contract with an outcome that followsthe paytable similar to the server based embodiment. The smart contractis sent to the player who where it is held in their crypto wallet, inone embodiment this wallet is managed by the game. The game outcome isthen determined after some period, in one embodiment 8-10 seconds, basedon the results from the smart contract.

In an additional embodiment, the present invention provides a lessvolatile gaming outcome. In skill-based gaming with an element of achance, there is a need for constant random events. These random events,such as the direction of movement of a computer controlled adversary orthe shape of a block in falling blocks game or the type of attack of aboss character, require a less volatile shorter term result. In oneembodiment the spread of results is one of 6 possible outcomes (similarto a six-sided dice) each of these outcomes is equally likely. Themarket movements are used at a much higher frequency to show thedeterministic outcome of the gaming event.

Thus the present invention converts any pRNG games into a non-randomnumber generator (NRNG) driven games.

FIG. 2 illustrates a flowchart 200 of the optimization algorithmutilized in the present method to intelligently size a plurality ofmining computers and further assign the mining computers correspondingto a pool of a plurality of users, in accordance with an embodiment ofthe present subject matter. The successful mining efforts are sharedamongst the miners. The size of the pool impacts two factors such as thestrike frequency and the payout per miner. For instance, on a pool withthe miners of the same capability, larger pools will strike morefrequently and have smaller shared mining amounts. The total amount isshared between all the miners in the corresponding pool. Then thepresent method utilizes the crypto mining to create an entertaining gameso that the user may invest for short-term in mining pools to generate apaytable that may simulate a gaming outcome.

As shown in FIG. 2, the present method initiates with a step of creatinga series of pools, based on the size of the investment from the users.Thus the present method provides pools P₁-P_(N) of the user investmentdollars. The size of these pools varies and do not have the same size.Additionally, the mining computers C₁-C_(M) are available to be boughtand/or leased.

Each computer has a cost to own/run that can be converted into Cost PerTen Seconds (CPTS). Pooled investments can be converted into Dollars PerTen Seconds (DPTS), which is the average dollars over a given ten secondperiod that are in the fund. For a given 10 second period, the poolsP₁-P_(N) can be calculated in terms of DPTS and the computers C₁-C_(M)cost can be calculated in terms of CPTS. The time period ten secondscould be variable and could be any time period. Thus there is a functionf(P,C)=E where P={P₁-P_(N)} and C={C₁-C_(M) } and E is the errorfunction resulting from the fact that the pools and the computers arediscrete, so it is impossible to assign pools and computers perfectly.

In an embodiment, the method performs at least three steps to computethe error function (E). The initiates with the first step of sorting theelements of C from high to low in terms of CPTS. Then the methodincludes the second step of taking the first element of C, and all setsconsisting of elements in P (also known as the power set of P). Further,finding the set of elements in P where the total DPTS of the set isclosest to the CPTS of the first element of C, while also satisfyingDPTS>CPTS. Then the method includes the third step of removing theelements used in the second step from the whole process and repeatingall the three steps again.

In an exemplary embodiment, more computers may need to be added toaccomplish the aforementioned process. However, if more computers arenot available, the excess DPTS is measured, and the users will havetheir investments returned based on a priority queue. This priorityqueue could be based on a plurality of forms which include but notlimited to size, recency, or historical behavior (e.g., loyalty) of theuser or on being selected to participate in the special mining club.

Operationally, the overall process could still be unprofitable (totalCPTS>total DPTS) if E (the CPTS of the last machine in C minus the DPTSof the last element(s) from P in the process) is too large. Therefore,the present method executes the process iteratively. The present methodtakes E after the process was run, add in a “profit factor” ofappropriate size (e.g. 10% of total DPTS) and add this number to theCPTS of each element of C, with weighting based on the size of the CPTSof each machine (more expensive machines get a larger number added toits cost). At the end of each iteration, the present method measures thetotal DPTS—total CPTS. If it exceeds a certain percentage of total DPTS(e.g., 5%), then the process completes, and the function is completed.

For any investment I (which can be in dollars, the mined cryptocurrency,other crypto tokens, or other currencies) over time T, the user willhave their investment assigned to a computer C_(i). During the time T,the user has their investment returned to them (R) based on how manycryptocurrencies the computer C_(i) was able to mine. Over longerperiods, the user may have their investment move from computer tocomputer. This return R can then be kept in the mined cryptocurrency, orit can be converted to another currency such as the dollar, anothercrypto token, or another currency, or any other form of payment.

There are at least 2 ways to compute the return R. In one embodiment,the present method utilizes a simple average, where the method computesthe ratio of the users investment to the total investment of all thepools assigned to that computer, and return this ratio times the amountof cryptocurrency mined during time period T. In another embodiment,users are put into pools with shares of equal size (although a user mayhave more than one share). During any given 10 second time period, theseshares are placed side-by-side in time increments, down to thenano-second. The moment a successful mine occurs, the share assigned tothe time increment that contains that moment in time is awarded themined cryptocurrency.

To create a non-random number generator (NRNG), the present methodconverts each transaction into hashes. The computers are generatinglarge quantities of hashes, which then get assigned to the pools ofusers. Some hashes will produce cryptocurrencies; most will not. TheNRNG is fully controlled by access to one or more different sized poolsfor a given user. If the user is in a smaller pool, it is less likelythat they will have a successful hash, but because the pool is smaller,they will get a bigger share of the cryptocurrency when successfullymined. Thus there is higher volatility. Similarly larger pools lead tolower volatility. Thus the present method can create any math model byusing different combinations of pool sizes for the user's investment.

Further, there are additional metrics utilized by the present method todefine the pools such as frequency ten seconds (FT S), strike amount,pool size (PS), and strike amount per miner. Frequency ten second (FTS)is the probability of a mining strike being given in a ten secondperiod. Strike amount is the total value of a single mining strike. PoolSize is the total size of the pool (specifically the number of miners).Strike amount per miner (SMPM) is the value of each strike that isissued to each miner, typically a part of a cryptocurrency.

A set of variable pool sizes are used to generate the paytable, with anexample shown in Table 1.

TABLE 1 Pool Size Amount Frequency ten seconds 10,000 15,000 0.16 1,00015,000 0.016 100 15,000 0.0016

The optimization algorithm used in the present method needs a set ofpools where the different sizes of the pool can be used to generatefrequent (large pool) and infrequent (small pool) mining results. Theseresults can then be applied to create an entertainment game, forexample, a paytable, shown in Table 2.

TABLE 2 WIN 1 COIN 2 COINS 3 COINS Red 7, white 7, blue 7 2400 480010000 Red 7, red 7, red 7 1199 2400 5000 White 7, white 7, white 200 400600 7 Blue 7, blue 7, blue 7 150 300 450 Any 3 sevens 80 160 240 1 bar,2 bar, 3 bar 50 100 150 3 bar, 3 bar, 3 bar 40 80 120 2 bar, 2 bar, 2bar 25 50 75 Any red, any white, 20 40 60 any blue 1 bar, 1 bar, 1 bar10 20 30 Any 3 bars 5 10 15 Any 3 reds 2 4 6 Any 3 white 2 4 6 Any 3blues 2 4 6 Blank, blank, blank 1 2 3

Thus the present system and method size each group of mining computersso that the mining computers correspond to the number of users assignedto a pool. The present method and system also minimize the errorfunction of the discrete injection function between the pools and themining computers. Additionally, the present method and system create agame where a short-term investment in one or more mining pools togenerate a paytable that simulates the gaming outcome.

FIG. 3 illustrates a network implementation 100 of the present systemand method to provide an integrated platform to facilitate online casinogame and land-based casino game over a network, in accordance with anembodiment of the present subject matter. Although the present subjectmatter is explained considering that the present system 102 isimplemented on a server, it may be understood that the present system102 may also be implemented in a variety of computing systems, such as alaptop computer, a desktop computer, a notebook, a workstation, amainframe computer, a server, a network server, and the like. It will beunderstood that the present system 102 may be accessed by multiple usersthrough one or more computing devices 104-1, 104-2 . . . 104-N,collectively referred to as computing unit 104 hereinafter, orapplications residing on the computing unit 104. Examples of thecomputing unit 104 may include but are not limited to, a portablecomputer, a personal digital assistant, a handheld device, and aworkstation. The computing units 104 are communicatively coupled to thepresent system 102 through a network 106.

In one implementation, the network 106 may be a wireless network, awired network or a combination thereof. The network 106 can beimplemented as one of the different types of networks, such as anintranet, local area network (LAN), wide area network (WAN), theinternet, and the like. The network 106 may either be a dedicatednetwork or a shared network. The shared network represents anassociation of the different types of networks that use a variety ofprotocols, for example, Hypertext Transfer Protocol (HTTP), TransmissionControl Protocol/Internet Protocol (TCP/IP), Wireless ApplicationProtocol (WAP), and the like, to communicate with one another. Further,the network 106 may include a variety of network devices, includingrouters, bridges, servers, computing devices, storage devices, and thelike.

FIG. 4 illustrates the proposed system 102 to provide an integratedplatform to facilitate online casino game and land-based casino gameover a network, in accordance with an embodiment of the present subjectmatter. Referring now to FIG. 2, the system 102 is illustrated inaccordance with an embodiment of the present subject matter. In oneembodiment, the system 102 may include at least one processor 202, aninput/output (I/O) interface 204, and a memory 206.

The processor 202 may be implemented as one or more microprocessors,microcomputers, microcontrollers, digital signal processors, centralprocessing units, state machines, logic circuitries, and/or any devicesthat manipulate signals based on operational instructions. Among othercapabilities, the at least one processor 202 is configured to fetch andexecute computer-readable instructions stored in the memory 206.

The I/O interface 204 may include a variety of software and hardwareinterfaces, for example, a web interface, a graphical user interface,and the like. The I/O interface 204 may allow the system 102 to interactwith a user directly or through the computing unit 104. Further, the I/Ointerface 204 may enable the system 102 to communicate with othercomputing devices, such as web servers and external data servers (notshown). The I/O interface 204 can facilitate multiple communicationswithin a wide variety of networks and protocol types, including wirednetworks, for example, LAN, cable, etc., and wireless networks, such asWLAN, cellular, or satellite. The I/O interface 204 may include one ormore ports for connecting a number of devices to one another or anotherserver.

The memory 206 may include any computer-readable medium known in the artincluding, for example, volatile memory, such as static random accessmemory (SRAM) and dynamic random access memory (DRAM), and/ornon-volatile memory, such as read-only memory (ROM), erasableprogrammable ROM, flash memories, hard disks, optical disks, andmagnetic tapes. The memory 206 may include modules 208 and data 210.

The modules 208 include routines, programs, objects, components, datastructures, etc., which perform particular tasks or implement particularabstract data types. In one implementation, the modules 208 may includea win-loss tracking module 212, a taxation module 214, a loyalty module216, a jackpot module 217, a referral pay-outs module 218, a walletstreakyness module 219, a non-random number generator (NRNG) drivenjackpot module 220, a cryptocurrency jackpot module 221 and other module222. The other modules 222 may include programs or coded instructionsthat supplement applications and functions of the system 102.

The data 210, amongst other things, serves as a repository for storingdata processed, received, and generated by one or more of the modules208. The data 210 may also include a win-loss tracking data 223, ataxation data 224, a loyalty data 225, a jackpot data 226, a referralpay-outs data 227, a wallet streakyness data 228, a non-random numbergenerator (NRNG) driven jackpot data 230, a cryptocurrency jackpot data231 and other data 234. The other data 234 may include data generated asa result of the execution of one or more modules in the other module222.

In one implementation, the win-loss tracking module 212 is configured totrack the wins and losses on a cryptocurrency bet. The win-loss trackingmodule 212 utilizes blockchain mechanism so that each time a game isplayed the blockchain is extended to show the outcome of the gamingevent. Further, each time a coin (or partial coin) transfers ownershipdue to a gaming event the win-loss relationship is tracked. Theblockchain mechanism consists of a smart contract that allows the publicledger to have full knowledge of the gaming-related transactions thatoccurred with this currency. This public ledger can then be researchedby anyone to determine the win/loss percentages of all casinos thataccept the currency as part of their gaming offering. The detailedtransaction data is available, allowing for reporting such as long-termhold percentages, streakiness, and volatility patterns, and other keyoutcome casino data, all available to the public. In one embodiment, atrusted third party holds the key to translating the anonymoustransactions into meaningful named-casino reporting.

In one embodiment, a separate smart contract/open source piece ofsoftware holds the key to translating the anonymous transactions intomeaningful named-casino reporting. The blockchain embellished with theadditional information holding the results of a sequence of games. Thismechanism can also be incorporated into a game that must spend currentlygambled coin (cryptocurrency) before others are added. This means thatthe coin will show how lucky it is.

Further, the taxation module 214 is configured to pay taxes on aplurality of betting events automatically. The taxation module 214utilizes the blockchain smart contract which directly applies thetaxation requirements as each transaction occurs. Further, theblockchain smart contract contains all data required for taxationreporting and (possibly open source) program accompanies the blockchainto produce taxation reporting requirements automatically and supportingdocumentation. In one embodiment, the specific taxation details of apre-determined list of governments are encoded in the smart contract ofthe blockchain. Only casinos from these jurisdictions will be able toparticipate in the use of this currency. The smart contract includesdetailed plans for a currency fork whenever a jurisdiction materiallychanges their gaming taxation laws.

Also, the smart contract will include detailed plans for a currency forkwhenever a casino proposes opening in a new jurisdiction. Examples ofthe tax records that need to be kept as part of the smart contracttransaction include but not limited to casino location, customerlocation, amount wagered, amount won or lost by the customer, thetimestamp of the wager. In another embodiment the smart contractgenerically tracks all meaning financial data associated with the gamingtransactions, and a piece of software is available that takes a user andtheir anonymous key, reads the public ledger of the blockchain, appliesthe applicable taxation laws, and produces a report for the user oftheir tax requirements and supporting documentation. The softwareutilized by the present invention then permanently deletes the anonymouskey.

The loyalty module 216 is configured to build loyalty points as ablockchain, and further allows users to transfer loyalty points. In anembodiment, the loyalty points are tracked via a smart contract assignedto the blockchain cryptocurrency, customers and companies' alike benefitfrom the transparent/transferrable loyalty program. The program startswhen a customer makes a purchase or otherwise engages in a transactionwith a company that is participating in the cryptocurrency and itsassociated loyalty program. The engage of cryptocurrency with thecompany triggers a transfer of the loyalty points currency (of equalcurrency amount) which contains the loyalty points and the smartcontract needed to exchange/redeem/expire these loyalty points. Uponredemption or expiration, the loyalty currency expires, as dictated bythe smart contract. The loyalty currency is transferable, and can alsobe sold at a market-determined price, either for crypto orgovernment-backed (fiat) currency. The loyalty cryptocurrency consistsof a blockchain with a smart contract programmed to handle the loyaltypoints. When loyalty points are earned, they are distributed via theloyalty currency. When loyalty points are redeemed/expires the smartcontract triggers the destruction of the associated currency. The smartcontract controls the issuance and redemption/expiration of the loyaltycurrency.

In operation, the blockchain currency comes with a smart contractdesigned to track loyalty points. In one embodiment, the companies thatoffer loyalty points for the use of the currency is determined ahead oftime. In one embodiment, a new currency is produced (or forked) for eachcompany that wants to offer loyalty points for the use of the currency.In one embodiment, one or more “global loyalty programs” is assigned toone or more currencies and companies can choose to register with theseprograms to issue loyalty points for the use of the currency with thecompany. The loyalty points are part of the smart contract, and in oneembodiment can be expired only when used in a manner determined andstored in the smart contract. In another embodiment, the loyalty pointscan be expired at a pre-determined time. In another embodiment, there isa “global redemption program” assigned to one or more currencies andcompanies can choose to register with this program for redemption ofthese loyalty points. The smart contract tracks not only the currencybut also the active/redeemed/expired state of the loyalty pointsassociated with the currency. The public ledger allows for completetransparency of these loyalty programs. The currency allows for theseloyalty programs to be completely transferrable.

The jackpot module 217 integrated with the land-based casino to utilizea plurality of unusual crypto events in blockchain mining to drive largejackpots. In an embodiment, the land-based casino spends a portion ofthe player's deposit on processing power. Further, the land-based casinomachine is already invested in this power and if the player hits thecorrect combination wins a pool of the previous earnings of theland-based casino machine. The smart contract provides the ability toallocate percentages of purchase and subsequently accounts for thepayouts if need be.

The referral payouts module 218 is configured to pay affiliate payoutson a plurality of gambling events directly to the public blockchain. Inan embodiment, the smart contract directly applies the affiliate pay-outeach time a transaction occurs. The affiliate pay-out is stored in theblockchain and paid out at regular intervals to the relevant affiliate.In operation, the blockchain tracks where people received their coin,and if they were directed from an affiliate, then the affiliate is paidaccordingly. In one embodiment, the affiliate is paid a percentage ofwhat the recommended person is using. In another embodiment, theaffiliate is paid a flat rate per person that they recommend andsubsequently tries the service.

The wallet streakyness module 219 stores the win-loss history in publicledger, and trigger a winning response by smart contract. In anembodiment, each time a game is played the blockchain is extended toshow the outcome at which point it is determined whether the player ison a streak and what to do about said streak. Further, the streakynessof the coin is used rather than the streakyness of the player. Thestreakyness can be wins, losses or combinations of the two. When gamesare played the outcome is recorded, and after a set amount of losses orwins in a given period a player is awarded predetermined benefits. Inone embodiment, the wallet streakyness module 219 presents itself as apity timer of sorts, where if a player is on a losing streak, their oddsof winning are increased. In another embodiment, the players can usetheir earned loyalty points to rig the odds in their favor in a currentround. In another embodiment, the players that continue to lose willhave the option to hedge their bets if a round of the game looks to be alost cause.

The non-random number generator (NRNG) driven jackpot module 220 isconfigured to convert cryptocurrency and play out a ten-second event. Inan embodiment, the non-random number generator (NRNG) is built bylooking at market values over a certain period. Further, the NRNG isbuilt into the machine and can be accessed offline. Additionally, thepay-out can be in a currency of the winners' choice. In an embodiment,the smart contract takes in the money that is given converts it into aplayable currency, then returns winnings in the form of the initialcurrency.

The cryptocurrency jackpot module 221 is integrated with a plurality ofgaming devices to award cryptocurrency as part of special bricks andmortar jackpots. In an embodiment, if the present cryptocurrency jackpotmodule is integrated with a gaming device, the random number generator(RNG) of the gaming device directly determines when a crypto jackpot isto be awarded. In another embodiment, if the present cryptocurrencyjackpot module is not integrated with the gaming device and acts as aseparate application, a plurality of gaming devices are connected to thecryptocurrency jackpot module. The outcomes of the gaming device,including but not limited to a streak of losses, can trigger theapplication to award the crypto jackpot to one or more gaming users. Inanother embodiment, the present invention may function as a separateapplication which is available to the table games dealers/pitbosses/other employees as appropriate. Outcomes of the table game (forexample, an outlier event like a royal flush is achieved on three cardpoker) trigger the employee to notify the application of the award andthe user to receive the award. In another embodiment, the cryptocurrencyjackpot module 221 may operable as a separate application that connectsto one or more physical table games manually. The cryptocurrency jackpotmodule 221 may or may not be tied to the casino rewards program toidentify users, determine eligibility and nature of available jackpots,and process the awarding of a cryptocurrency jackpot directly to theuser's electronic cryptocurrency wallet.

One or more embodiments described herein provide that methods,techniques, and actions performed by a computing device are performedprogrammatically, or as a computer-implemented method. Programmatically,as used herein, means through the use of code or computer-executableinstructions. These instructions can be stored in one or more memoryresources of the computing device and implemented using programmaticmodules, engines, or components. A programmatic module, engine, orcomponent can include a program, a sub-routine, a portion of a program,or a software component or a hardware component capable of performingone or more stated tasks or functions. As used herein, a module orcomponent can exist on a hardware component independently of othermodules or components. Alternatively, a module or component can be ashared element or process of other modules, programs or machines.

In some embodiments, the methods, systems, and media disclosed hereininclude at least one computer program, or use of the same. A computerprogram includes a sequence of instructions, executable in the digitalprocessing device's CPU, written to perform a specified task. In someembodiments, a computer program includes a web application. In light ofthe disclosure provided herein, those of skill in the art will recognizethat a web application, in various embodiments, utilizes one or moresoftware frameworks and one or more database systems. In someembodiments, a computer program includes a mobile application providedto a mobile digital processing device. In some embodiments, a computerprogram includes a standalone application, which is a program that isrun as an independent computer process, not an add-on to an existingprocess, e.g., not a plug-in. In some embodiments, the computer programincludes a web browser plug-in.

Aspects of the present invention are described herein with reference toflowchart illustrations and/or block diagrams of methods, apparatus(systems), and computer program products according to embodiments of theinvention. It will be understood that each block of the flowchartillustrations and/or block diagrams, and combinations of blocks in theflowchart illustrations and/or block diagrams, can be implemented bycomputer readable program instructions. In some embodiments, thesecomputer readable program instructions may be provided to a processor ofa general purpose computer, special purpose computer, or otherprogrammable data processing apparatus to produce a machine, such thatthe instructions, which execute via the processor of the computer orother programmable data processing apparatus, create means forimplementing the functions/acts specified herein, or in the flowchartand/or block diagram block or blocks.

Those skilled in the art will appreciate that the order of execution orperformance of the operations in the embodiments of the inventionillustrated and described herein may not be essential unless otherwisespecified. That is, the operations described herein may be performed inany order, unless otherwise specified, and embodiments of the inventionmay include additional or fewer operations than those disclosed herein.For example, it is contemplated that executing or performing aparticular operation before, contemporaneously with, or after anotheroperation is within the scope of aspects of the invention.

This gaming experience can be extended to competitive play, for exampledifferent players could complete for a shared bonus payment. Two methodsto implement the competitive play include some player skill componentbased on representation of the market movements or completely randomevents based on market movements.

The gaming experience can be extended to social media with rendering ofevents such as gaming outcomes to social media platforms.

This gaming experience can be extended to individual skill based gametargets. In one embodiment the player enters a challenge (for example avideo game obstacle course) with milestones and the reward for eachmilestone is participation in one or more outcomes from the real worldnon-random number outcome generator machine such as but not limited tostock or securities trading computing machine, high-frequency tradingcomputing machine, high volatility ETF etc.

It will be apparent to persons skilled in the art that numerousvariations and/or modifications may be made to the present invention asshown in the specific embodiments without departing from the spirit orscope of the invention as broadly described. The above describedembodiments are intended to illustrate the principles of the invention,but not to limit the scope of the invention.

A controller, computing device, or computer, such as described herein,may include at least one or more processors or processing units and asystem memory. The controller typically also includes at least some formof computer readable media. By way of example and not limitation,computer readable media may include computer storage media andcommunication media. Computer storage media may include volatile andnonvolatile, removable and non-removable media implemented in any methodor technology that enables storage of information, such as computerreadable instructions, data structures, program modules, or other data.Communication media typically embody computer readable instructions,data structures, program modules, or other data in a modulated datasignal such as a carrier wave or other transport mechanism and includeany information delivery media. Those skilled in the art should befamiliar with the modulated data signal, which has one or more of itscharacteristics set or changed in such a manner as to encode informationin the signal. Combinations of any of the above are also included withinthe scope of computer readable media.

In some embodiments, a controller may include a processor, which asdescribed herein, includes any programmable system including systems andmicrocontrollers, reduced instruction set circuits (RISC), applicationspecific integrated circuits (ASIC), programmable logic circuits (PLC),and any other circuit or processor capable of executing the functionsdescribed herein. The above examples are exemplary only, and thus arenot intended to limit in any way the definition and/or meaning of theterm processor.

This written description uses examples to disclose the invention andalso to enable any person skilled in the art to practice the invention,including making and using any devices or systems and performing anyincorporated methods. The patentable scope of the invention is definedby the claims, and may include other examples that occur to thoseskilled in the art. Other aspects and features of the invention can beobtained from a study of the drawings, the disclosure, and the appendedclaims. The invention may be practiced otherwise than as specificallydescribed within the scope of the appended claims. It should also benoted, that the steps and/or functions listed within the appendedclaims, notwithstanding the order of which steps and/or functions arelisted therein, are not limited to any specific order of operation.

Those skilled in the art will readily appreciate that the systems andmethods described herein may be a standalone system or incorporated inan existing system or device. Systems of the invention may includevarious computer and network related software and hardware, such asprograms, operating systems, memory storage devices, data input/outputdevices, data processors, servers with links to data communicationsystems, wireless or otherwise, and data transceiving terminals. Itshould also be understood that any method steps discussed herein, suchas for example, steps involving the receiving or displaying of data, mayfurther include or involve the transmission, receipt and processing ofdata through conventional hardware and/or software technology toeffectuate the steps as described herein. Those skilled in the art willfurther appreciate that the precise types of software and hardware usedare not vital to the full implementation of the methods of the inventionso long as users, content providers and operators thereof are providedwith useful access thereto, either through a mobile device, system, orother computing platform via a local network or global telecommunicationnetwork.

Although specific features of various embodiments of the invention maybe shown in some drawings and not in others, this is for convenienceonly. In accordance with the principles of the invention, any feature ofa drawing may be referenced and/or claimed in combination with anyfeature of any other drawing.

While exemplary apparatus, systems and methods of the invention havebeen described herein, it should also be understood that the foregoingis only illustrative of a few particular embodiments with exemplaryand/or preferred features, as well as principles of the invention, andthat various modifications can be made by those skilled in the artwithout departing from the scope and spirit of the invention. Therefore,the described embodiments should not be considered as limiting of thescope of the invention in any way. Accordingly, the invention embracesalternatives, modifications and variations which fall within the spiritand scope of the invention as set forth by the claims and anyequivalents thereto.

The invention claimed is:
 1. A gaming system comprising: a centralserver in communication with a real world non-random number outcomegenerator machine for receiving one or more non-random number basedoutcomes in connection with a real world event; a controller configuredto associate the non-random number based outcomes with game outcomes ina game displayed on a display device of a gaming machine, the game beingdisplayed as a game of chance on the display device, wherein thenon-random number based outcomes are selected by the controllerindependently of the game displayed on the display device, thenon-random number based outcomes comprising one or more items having avolatile value independently of the game, wherein responsive to thecontroller detecting a triggering event in the game, the controllerprocesses the non-random number based outcomes in combination with analgorithm, the algorithm determining a probable future value for the oneor more items based on a historical volatility of the one or more items,the controller comparing the probable future pricing with the non-randomnumber based outcomes to determine a game outcome in the game displayedon the display device without a payback percentage; and a communicationdevice configured to transmit the game outcome to the gaming machine,wherein the game outcome is displayed on the display device as a gameresult of the game displayed on the display device.
 2. The gaming systemof claim 1, wherein the triggering event comprises the gaming machinereceiving credit for enabling game play of the game.
 3. The gamingsystem of claim 1, wherein the triggering event comprises receiving aselection to play the game.
 4. The gaming system of claim 1, wherein thetriggering event comprises receiving a selection during play of thegame.
 5. The gaming system of claim 1, wherein the controller recordsthe game outcome, the game outcome being one of a winning outcome or alosing outcome.
 6. The gaming system of claim 1, wherein the controlleridentifies a streak comprising at least a preset amount of gameoutcomes, the preset amount of game outcomes being one of two or morewinning outcomes, two or more losing outcomes or a preset combination ofwinning outcomes and losing outcomes.
 7. The gaming system of claim 6,wherein the controller facilitates the distribution of an award, theaward being displayed on the display device responsive to theidentification of the streak.
 8. The gaming system of claim 6, whereinthe preset amount of game outcomes comprises the two or more winningoutcomes occurring in two or more consecutive game outcomes.
 9. Thegaming system of claim 6, wherein the preset amount of game outcomescomprises the two or more losing outcomes occurring in two or moreconsecutive game outcomes.
 10. The gaming system of claim 6, wherein thepreset amount of game outcomes comprises the preset combination ofwinning outcomes and losing outcomes occurring in four or moreconsecutive game outcomes.
 11. The gaming system of claim 6, wherein thepreset amount of game outcomes comprises the two or more winningoutcomes occurring over a preset plurality of game outcomes.
 12. Thegaming system of claim 6, wherein the preset amount of game outcomescomprises the two or more losing outcomes occurring over a presetplurality of game outcomes.
 13. The gaming system of claim 1, whereinthe one or more items having a volatile value independently of the gamecomprise one or more securities positions.
 14. The gaming system ofclaim 1, wherein the one or more items having a volatile valueindependently of the game comprise one or more cryptocurrencies.
 15. Agaming system comprising: a central server in communication with a realworld non-random number outcome generator machine for receiving one ormore non-random number based outcomes in connection with a real worldevent; a controller configured to associate the non-random number basedoutcomes with game outcomes in a game displayed on a display device of agaming machine, the game being displayed as a game of chance on thedisplay device, wherein the non-random number based outcomes areselected by the controller independently of the game displayed on thedisplay device, the non-random number based outcomes comprising one ormore items having a volatile value independently of the game, whereinresponsive to the controller detecting a triggering event in the game,the controller processes the non-random number based outcomes incombination with an algorithm, the algorithm determining a probablefuture value for the one or more items based on a historical volatilityof the one or more items, the controller comparing the probable futurepricing with the non-random number based outcomes to determine a gameoutcome in the game displayed on the display device without a paybackpercentage; and a communication device configured to transmit the gameoutcome to the gaming machine, wherein the game outcome is displayed onthe display device as a game result of the game displayed on the displaydevice, wherein the controller identifies a streak comprising at least apreset amount of game outcomes, the preset amount of game outcomes beingone of two or more winning outcomes, two or more losing outcomes or apreset combination of winning outcomes and losing outcomes.
 16. Thegaming system of claim 15, wherein the controller facilitates thedistribution of an award, the award being displayed on the displaydevice responsive to the identification of the streak.
 17. The gamingsystem of claim 15, wherein the preset amount of game outcomes occurs inconsecutive game outcomes.
 18. The gaming system of claim 15, whereinthe preset amount of game outcomes occurs in a preset plurality of gameoutcomes.
 19. The gaming system of claim 15, wherein the one or moreitems having a volatile value independently of the game comprise one ormore securities positions.
 20. The gaming system of claim 15, whereinthe one or more items having a volatile value independently of the gamecomprise one or more cryptocurrencies.